A Celebration of Life – version 1

One of your people has recently become a parent, and as custom allows, she would like to mark the birth by holding a celebration of life in a way which feels right for her.

She has decided that she and her friends will walk out into the wilds, and keep walking until they feel especially close to the divine Light, from which all life first sprung. And then they will stop, and pray and meditate and reflect on the miracle of holy Light which flows through all living things.

Her enthusiastic piety is moving, to be sure, but she does not seem to have considered the practicalities: it would be a good idea if you were to send some provisions along with their perambulation

Accepting this quest will require you to ship: 60 food

Completed

The prayerful journey into the wilds is short, but uplifting, and the gods bless your settlement.

Reward: 100 mana

A Celebration of Life – version 2

One of your people has recently become a parent, and as custom allows, she would like to mark the birth by holding a celebration of life in a way which feels right for her.

She has reflected on how she would like to do this, and has decided that she would like to take her friends to the place where she was born, and there to share a meal with them, where each of them can read out or recite, from the great works of Elven literature, a passage of poetry, philosophy or theology that they feel illuminates the mysteries of life.

It occurs to you that it might be a nice touch if you were to offer to provide the food and drink for the gathering?

Accepting this quest will require you to ship: 40 food, 5 beer

Completed

The gathering is an uplifting combination of joyous celebration and erudite reflection, and the hostess is touched that you would provide for her guests.

As well as reciting or reading out particular passages, some of the guests went a little further, and presented her with copies of classic books, mainly of ancient Elven poetry and philosophy. She is moved by their generosity, but feels uncomfortable, nonetheless: she did not wish to profit, personally. So, she asks you if you would accept the books, for the settlement's library?

Reward: 12 books

A Celebration of Life – version 3

One of your people has recently become a parent, and as custom allows, she would like to mark the birth by holding a celebration of life in a way which feels right for her. She has reflected on how she would like to do this, and has decided that she would like to hold a simple party, full of music and dancing and feasting and joy, in a place which she considers especially rich in natural beauty.

Unfortunately, "especially rich in natural beauty" could also be rephrased as "in a windswept and exposed position, prone to violent rain showers", and there is a risk of the party being a wash-out.

A friend of hers has suggested that the ideal would be to raise a windbreak and a temporary roof over a clay platform, so that the guests might find shelter from any extreme weather. Might you be able to provide the materials for this construction?

Accepting this quest will require you to ship: 400 wood, 300 clay

Completed

The party is a success. Over fine glasses of wine and mead and beer, the guests toast the new birth, and the miracle of life in all its forms.

The hostess is very pleased that you provided the materials for the temporary venue, and asks you to please take the surplus drink left over after the party.

A Fletching Idea

A local bowyer is doing a brisk business. She has hit her production capacity, however, and wishes to branch out by adding two more buildings and hiring several laborers to assist her.

She approaches you to provide her with the necessary stone for the building's foundation, and in return, will provide you with several bows.

Accepting this quest will require you to ship: 250 stone

Completed

The bowyer's foundation was laid in time for the building works to start, and she's so pleased that she has given you the 7 Bows that she currently has in stock.

A Gaudy House

Filius Maxwell de Raricon, a local minor noble (and a bit of a fop) has decided to build a country house on the outskirts of your city.

Of course, he is an expert on spending his family money, and is willing to pay you exorbitant amounts for the building products. It wouldn't be right to not take his money, would it?

A Herd Day's Night (2/2)

Gregor Bryansen is very pleased at the return of his excellent livestock, and would like to repay you.

If you can provide him with enough food to get the cows back to health, he promises to return the favour.

Accepting this quest will require you to ship: 200 food

Completed

Gregor's cows are well on their way back to full health, and by way of thanks he's provided you with 6 of his best heads of cattle.

A Lucky Mercenary

Ike Stonefoot had an aborted attempt to start a mercenary company. In his first hired job, he led his troop of men to subdue a particularly dangerous local bandit gang. The bandits promptly slaughtered virtually all of his men, but a patrol of King's men happened along the highway before they could put an end to Ike. Having buried his men (or so he claims), he is now burdened with a quantity of leather armor and spears that he wishes to sell to you for gold. Interested?

Accepting this quest will require you to ship: 500 gold

Completed

Taking advantage of other people's misfortune is still potentially profitable. Ike has delivered 7 Leather armour and 7 Spears.

A Muddy Affair – version 1 (dwarf)

As a child, Krogg the Filthy was terrible disappointment to his parents. He didn't want to kill, maim, fight or steal. He took no delight in torturing small animals. He didn't even vandalize the house, and never once threatened to kill his siblings. All he wanted to do was wallow in muck and throw dung at people. Finally, his exasperated mother told him to just go play in the mud for the rest of his life.

And that's exactly what he did.

Now, he is widely considered one of the leading clay miners in the area. His expertise does not lend itself to forestry, however, and in order to successfully mine ever increasing quantities of clay he needs ever increasing quantities of wood to build the restraining dams, struts, transport chutes, wagons, barrels, etc. needed in his business.

Knowing you have access to your forestry reserves, he has approached you with a suggestion. If you provide him with a large quantity of wood, he will more than compensate you with his beloved mud.

Accepting this quest will require you to ship: 300 wood

Completed

Krogg loves mud, dung, and most of all, clay. He really, really loves clay. He grudgingly agrees to give you 400 units of it, though.

A Muddy Affair – version 2 (human)

As a child, Hiram Blonden was the bane of his mother's existence as he used to come home from playing covered in mud every day. When he got older, he tried out several apprenticeships - but with little aptitude for delicate fingerwork skills, had little success. Finally, his exasperated mother told him to just go play in the mud for the rest of his life. And that's exactly what he did.

Now, he is widely considered one of the leading clay miners in the area. His expertise, does not lend itself to forestry, however, and in order to successfully mine ever increasing quantities of clay he needs ever increasing quantities of wood to build the restraining dams, struts, transport chutes, wagons, barrels, etc. needed in his business.

Knowing you have access to your forestry reserves, he has approached you with a business proposition. If you provide him with a large quantity of wood, he will more than compensate you with his beloved mud.

Accepting this quest will require you to ship: 300 wood

Completed

You can never have too much clay, as Hiram's mother used to say. He grudgingly agrees to give you 400 units of it, though.

A Path Through the Marshes

The treacherous marshland of Ullspit has long been the subject of local myths and legends.

Sudden mists turn quickly into impenetrable fogs and many unwary travellers have been caught out - often never to be seen again.

The King has finally decided to put a proper survey in place to map and signpost the only clear paths through the bog.

The Council has asked for your assistance in this matter, as your local knowledge will prove invaluable.

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using any kind of scouts .

Completed

The King and Council thank you for your assistance with this matter. However, they regard the 2 horses you found as ample reward for this simple business.

Given that wild horses are normally the property of The Crown by default, and rustlers are often beheaded, you don't feel inclined to argue this one too vigorously.x units did not return from the mission.

Diplomatic Missions Report

Your scouts completed their survey of the treacherous marshlands—though, sadly, one of their number was never seen again.

They were also surprised to find a couple of sturdy horses trying to pick their way through the marshland.

Failed Diplomatic Mission

Your scout did not return from the treacherous marshes, and you fear the worst.

x Units did not return from the mission.

Failed Diplomatic Mission

After hours scrutinising the slippery wetness inside of the caves, Kvatch made an unexpected discovery when his foot dropped down a pothole and he broke his ankle.

The extra responsibility meant your scouts were just too few to carry the expedition forward.

A Surplus of Iron

A merchant named Glomdar Pick is passing close by, offering the following trade: if you can ship 800 Wood out to meet his caravans, he will provide you with 1,200 Iron.

He has plenty of iron at present, and wants to be able to offer other resources when he reaches the next Human market.

Accepting this quest will require you to ship: 800 wood

Completed

Glomdar is pleased to take on some timber in return for his surplus iron, and thanks you for your trade.

Reward: 1,200 iron

A Test of Your Metal

Spirus Wendroot was never one of your favorite people. Knowing him since childhood, he was always quick to argue, and arrogant with it. However, his parents are great friends of yours and your mother asked you to help Spirus out. He is starting a cauldron manufacturing business, but is woefully short on clay to fashion his molds.

If you give him some clay, he promises to reciprocate with iron left over from the smelting process. Will you help him despite the fact that you can not stand to be around him?

Accepting this quest will require you to ship: 200 clay

Completed

Helping people out in hard times--even when you don't like them-sometimes brings good karma from the wheel of life. Not often, but sometimes. Anyway. Here's 220 iron.

A Toast to Life, Ritually

Cyngolan Lagoriel is a travelling sorcerer, wandering the wilds researching into the secrets of growth and birth and the great cycle of life.

He is currently experimenting with the idea of "feeding" wild plants as if they were people, not literally, but ritually, magically.

For his experiments he needs 5 barrels of Beer, which he intends to pour out onto the ground as libations in a grand ritual. Can you help?

Accepting this quest will require you to ship: 5 beer

Completed

Your sorcerers and scholars agree, Cyngolan's ritual certainly had some sort of quite significant effect on the flows of magic in the area. What nobody can agree on, is exactly what those effects meant, or where Cyngolan's research can go from here.

Reward: 400 mana

Ale Festival – vesrsion 1

The Brewer's Guild is proposing to have a festival to celebrate their wares. The townspeople think it's a fine idea and it might actually drive more business (and taxes) to the town.

They just need help from you in the form of wood to build the festival hall and clay for their beer jars. In return, they'll provide you with extra beer and, who knows, you might make some tax revenue off of the festival?

Accepting this quest will require you to ship: 400 wood, 400 clay

Completed

The Brewers were very please with the way the festival went and although they sold a vast amount of their produce, they saved some for you—along with a cut of the King's taxes. You receive 20 barrels of beer and 200 gold.

Ale Festival – vesrsion 2

A travelling Ale-Merchant is considering holding a Beer Festival nearby, drawing in the people of your town and the surrounding area. He is happy to supply the beer, and to hire workers to set up and run the event, but he needs a venue: specifically he needs a supply of building timbers to erect a venue.

If "one of the local landowners" were to supply the wood, he would happily pay them a tax on all the receipts from the festival.

Presumably the "local landowner" in question could be you, if you're willing to send out the timber?

Accepting this quest will require you to ship: 400 wood, 400 clay

Completed

The Ale-Merchant is delighted with the way the festival went, and although they sold a vast amount of their produce, they saved some for you - along with a cut of the revenues, as promised. You receive 20 barrels of beer and 200 Gold.

Alternate

The ale-merchant is very pleased with the way the festival. They sold a great deal of beer, but at quite a low profit: promoting the product was clearly more on his mind than maximizing profits. Still, the celebration did make money, and he provides you with your half of the profits, and a few barrels of beer as samples for your own use.

All the King's Men (1/2)

A red-faced courtier wrings his hands as he goes over the matter with you again. The King has gone missing is the simple but terrifying gist of it.

While enjoying a bracing night hunt with his sons and a few Lords in favour, a dense fog settled over the area. The royal scouts became disorientated and lost sight of the main party and when the fog lifted they couldn't quite work out where they'd gone.

The courtier doesn't need to impress the importance of this mission on your men, nor does he need remind you how fine the King has been throughout his reign.

This quest will require you to send your best, most experienced advanced scouts to complete.

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using advanced scouts.

Completed

The marshy ground that the hunting party had been passing through proves to slow down your scouts but it also preserves some definite tracks.

The King and his Lords proved to be in good spirits, blaming their own and each other's incompetences.

One of the Lords has been missing all night, though, and the arrival of your men confirms their fears that he may well have been claimed by the swamp.

Diplomatic Mission Report

Your scouts report that the King and all but one of the Lords were found to be in good health.

They are now preparing for a second search attempt to find the missing Lord.

Failed Diplomatic Mission (sent too few or basic)

Your scouts found no sign of the missing King or his entourage.

They are sure, however, that if you sent a sufficient number of men they would be able to succeed in this most vital mission.

All the King's Men (2/2)

Your scouts are all ready to head out and look for the missing Lord when word reaches town that he's been found - stuck fast in the mud.

The Lords are expected to wear full armour so that they are always ready to protect their King and serve in their given station as protectors of the realm. In the heat of batttle or faced with a threat it is the best possession a man could hope to own.

When stuck up to the waist in boggy ground, it might as well be a lead anchor for all the good it does.

The Lord promises a fine fee if you'll only bring some horses to get him clear of the mud.

Accepting this quest will require you to ship: 3 horses

Completed

Amidst the croaking of frogs and the curious one-legged acrobatics of the swamp birds, one of the King's finest men was pulled free with a loud sucking noise in an episode that will forever be buried in the annals of history.

In return for your discretion, he rewards you with his very own mud-clogged armour and a lump sum for the horses.

Ancestral Duties

Your ancestral cousins, the forest Elves, are deeply disturbed about what they call a "sacrilege" of the ancient groves.

It seems an over-eager Dwarven lumber merchant, Hrolith Fernquarry, has set up a camp on the edge of millenia old forestland sacred to the forest Elves.

What's more, he's offered a large bribe to the Wardens that confronted him at the camp!

Before any decisive action can be taken, they need to know just how many dwarves Fernquarry has in his employ.

The Dwarves are keeping a close eye out for anything that resembles a forest elf, but they won't see your scouts coming.

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using basic scouts.

Completed

Like ghosts, your scouts moved amongst the Dwarf camp with such success that the Dwarves didn't even notice when your scouts stole 8 suits of leather armour from the storage cabin.

The forest elves are very thankful but offer no reward - reminding your scouts that the ancestral duties are just that.

Diplomatic Mission Report

Your scouts report that they were able to accurately determine how many Dwarves work at the camp and even secure some of the spare armour that was lying around the camp.

Failed Diplomatic Mission

Despite the skills and intentions of your scouts, there were just too few of them and the alert lumberjacks chased them away before they could accurately determine how many Dwarves were there.

The scouts feel confident they can make another attempt if they go with a larger number.

Ancient Meditations

Cemellas Laprulien is an aged priest, who wanders the wilds alone. The locals sometimes consult him for advice, but mostly everyone leaves him alone, as he likes it that way. He wants to be with nature, not with other Elves.

As a prayerful, meditative exercise, Cemellas writes out from memory some of the great works of Elven philosophy and history and theology. This allows him to reflect on the texts, and often he adds notes in accompanying volumes. But once the writing is done, Cemellas has no need for them.

What he does need, is food: living amongst nature may be spiritually uplifting, but coaxing food from the wilds is time-consuming and back-breakingly hard work; the old priest has neither the strength for hard labour, nor the desire to be distracted from his meditations.

Rumour in the tavern is that he is running short on food, and has 8 completed books that he has no use for. No doubt he would send you the books, if you sent him some food?

Accepting this quest will require you to ship: 120 food

Completed

Cemellas receives the food with thanks, and is happy that his books, now useless to him, will be valued by your scholars.

Any Old Iron

The local blacksmith, Frongar Rustbeard, has been anxiously awaiting a caravan of scrap iron that should have arrived yesterday.

It is rather embarrassing that the caravan is late to arrive, as the iron is a cheaper alternative to that coming out of the mines and Frongar is beside himself with worry that the townsfolk will think badly of him for it.

He promises to return to buying local iron but asks if you'll help locate the caravan as it is worth a lot of gold.

The caravan was last sighted along the main highway so it shouldn't prove too difficult for several of your basic scouts.

Completed

The highway is well-used and within an hour or two your scouts pick up the trail.

Within a short time they're escorting the caravan to your town with the full load as promised.

The caravan driver and Frongar are both very grateful and after an ear-bashing, the caravan driver and blacksmith settle down to a hearty drink to toast the delivery.

Before they depart, Frongar donates 8 of his best swords to the town armoury in thanks.

Diplomatic Mission Report

Your scouts report that the caravan suffered a broken wheel and as they arrived the driver was finishing off repairs.

Despite his proud insistence that he could continue the trip alone, he seemed pleased to have the company for the final leg of the journey.

Failed Diplomatic Mission

Despite the the highway being well travelled, your scouts were unable to pick up a lead or find anyone who'd seen the caravan.

As the sun begins to set, they turn back and return to town empty handed.

They are more than happy to head out again come the morning if you'd like to try again?

Artists of Rock

A small band of skilled Dwarven stonecutters are passing through the town. They are true artists of their craft, but are embarassingly short of provisions for their journey.

Might you be able to ship some food out to their camp?

Accepting this quest will require you to ship: 30 food

Completed

The Dwarven stonecutters are grateful for your assistance, and in thanks they organize a quick masterclass for some of your quarry workers, showing the finer points of the trade. Many of your locals gather to watch, savouring the skill of these artists of stone. When the class is done, an extra 50 Stone has been carved out.

Baaad Trouble (1/2)

The peaceful afternoon was disturbed by cries of distress when a pack of wolves happened upon a local shepherdess while she tended her flock. In moments her beloved sheep were scattered to the winds by the clever predators.

Her concerned father beseeches you to help gather back what is left of the lost sheep to ease his heartbroken daughter.

A handful of your scouts could accomplish this without much trouble, so will you lend their skills to this cause?

Accepting this quest will require you to:

Successfully scout Square [x|y] in [Region] using any kind of scouts.

Completed

As the sun sets, your scouts assemble back at the Shepherdess' farm with a full third of the lost sheep.

Their findings are troubling, however, with signs of someone having been camped in the area recently. Additionally, the number of scouts who made it back safely is definitely one less than you sent.

On further investigation, his horse was found wandering about unattended. Could it be just a coincidence?.

Diplomatic Mission Report

Your scouts report back that they have found a number of sheep, although you did lose one scout--finding only his horse wandering alone over the pastureland.

There was evidence of an abandoned overnight camp nearby.

x Units did not return from this mission.

Failed Diplomatic Mission

Your scouts arrive back at town looking rather shame-faced and recount the story to you of how they returned empty-handed to the Shepherdess.

Not only that, but one of their number failed to return.

x Units did not return from this mission

Baaad Trouble (2/2)

After looking at all the evidence, your lead scout decides it would be advisable to take another look out there.

He suspects this to be foul-play on the part of Orcs and requests that you allow him to form a large hunting party to chase off these Orcish interlopers and avenge the deaths of his fallen scouts.

The veteran scouts volunteer almost immediately to form up this party and the mood is grim in the consulate as they await your word.

Note:You will need to send a sufficient quantity of advanced scouts to complete this quest.

Accepting this quest will require you to:

Successfully scout Square [x|y] in [Region] using advanced scouts.

Completed

Your scouts combed the surrounding countryside and picked up the trail of what looks like a half a dozen Orcish wolf-riders.

With some cunning formations and the sheer dominance of numbers, the band of Orcs were chased clear of the area.

Their most recent camp was discovered soon after--no sign of your missing scouts or the sheep--but a pile of stolen loot is some consolation.

After splitting it with the Shepherdess and her family, there is still plenty (500 Gold) to bring home.

Diplomatic Mission Report

Your scouts report back that they found the tracks of half a dozen Wolf-riders and are in pursuit.

x Units did not return from this mission.

Failed Diplomatic Mission (sent too few or basic)

Despite rigorous training and all their best efforts, the cunning of the orcs outmatched your scouts and many were slain in a series of ambushes and under the weight of numbers.

The youngest of the group, a newly promoted member of your scouting elite croaks out the telling. He winces as he recalls the ferocious howls of the wolves that the Orcs rode in pursuit, and his last words are of a sizeable cache of looted treasure.

x Units did not return from this mission.

Books of Life - version 1

Cyngolan Lagoriel is a travelling Elf sorcerer, wandering the wilds while he conducts his researches.

No-one, except perhaps the Elves, knows exactly what he is studying, though rumour is that it has something to do with growth and birth. Now, as he passes your settlement, he sends word to your Library that he is looking for one particular text.

If you have the book, and are prepared to let him have it, he will pay 300 Gold.

Accepting this quest will require you to ship: 1 book

Completed

Cyngolan is happy with the book, and pays the 300 Gold gold dismissively, as if that substantial purse of moneys was of no account to him.

Books of Life - version 2

Cyngolan Lagoriel is a travelling sorcerer, wandering the wilds researching into the secrets of growth and birth and the great cycle of life.

He is currently camped nearby, and he has send a message to your scholars, asking if they would happen to have a particular book which he needs. He hopes that the book will illuminate a particularly tricky problem that he is having relating to the effect of the sound of moonlight on the germination of seeds.

Can you help?

Accepting this quest will require you to ship: 1 book

Completed

Cyngolan is delighted with the book that you sent. It is exactly what he needs.

He is so grateful, that he immediately heads into town, and casts some rituals of his own devising over your fields and flocks.

The rituals temporarily increase the health and fertility of your animals. As a result, you now have another 5 Livestock.

Bovine Bight

Anghedrith Ecerian, a local tanner, tells you that he is at a loss. The Human cattleman he normally purchases his cow hides from, has had a terrible disease run through his herd, and none of the hides are usable.

If you send him some of your cows, however, he promises to pay you back with his highly acclaimed leather armor. It could be useful to have some extra armor around?

Accepting this quest will require you to ship: 10 cows

Completed

Getting Leather armour out of livestock without going through the production process yourself has got to be a good deal. Especially as your 10 livestock turned into 14 Leather armour!

Bowyer's Dilemma

Aesayth Lillias, a young and promising local Elven Bowyer, has run out of wood from which to craft his bows. He is, perhaps, something of a perfectionist, but he will accept nothing but the best wood, refusing to create anything that does not honour his craft, the tree which gave the wood, and the archer who will use the bow.

He can only find and inspect a limited number of yew trees when wandering the woods. Your foresters, however, with their intimate knowledge of your well managed groves, will be able to find appropriate wood very easily.

Will you send him a selection of boughs? In return, he would be honoured if your own archers were to accept some of his fine bows.

Accepting this quest will require you to ship: 500 wood

Completed

Aesayth has worked diligently on the last of his previous wood stock, happy to know that your excellent boughs are on their way to him. 8 Bows have been delivered to you.

Brewer's Dilemma – version 1

Thurstone Hopps, the local brewer, has a son who is a little too fond of his product. In a bout of overindulgence, the son managed to drop his torch onto some spare kindling lying in the brewery. The resulting fire did a lot of damage to the building. Unfortunately, it's not just the building that needs to be replaced, but the giant clay cisterns that he brews his ale in also need to be built.

If you can provide building materials, Thurstone promises you many casks of his finest stout in repayment.

Accepting this quest will require you to ship: 100 wood, 200 clay

Completed

Hopps was very pleased by your timely delivery, and has paid you in the way he knows best - 7 barrels of his finest beer.

Brewer's Dilemma – version 2

A nearby brewer has suffered an accident in his brewhouse. A fire has burned it to the ground. Unfortunately, it's not just the building that needs to be replaced, but the giant clay cisterns that he brews his ale in also need to be built.

The brewer has no ready supply of clay, but promises you many casks of his finest stout in repayment if you can send out what he needs.

Accepting this quest will require you to ship: 100 wood, 200 clay

Completed

The brewer is very pleased by your timely delivery, and has paid you in the way he knows best - 7 barrels of his finest beer.

Building a Business

A group of enterprising local lads have come up with a great way to make some gold, to keep themselves in beer.

They check out a wealthy-looking Human or Elf in a nearby settlement, stockpile a good supply of building materials, burn down the victim's house, and then offer to sell them the materials they'll need to rebuild.

Inevitably the victims want to rebuild in stone, with clay roof tiles, rather than in wood and thatch.

They wonder... would you happen to have any spare Clay and Stone?

Accepting this quest will require you to ship: 200 clay, 200 stone

Completed

The lads' business is booming, thanks to the Clay and Stone that you sent them, and your share of the proceeds turns out to be a hefty 500 Gold.

Building a Granary – version 1

A small community out in the wilds have recently brought in a bumper crop, and have no-where to store it.

They suggest that they sell the food to you, as your settlement has plenty of hungry mouths, in return for Clay and Stone with which they can lay the foundation of a new granary.

Accepting this quest will require you to ship: 50 clay, 50 stone

Completed

The farmers set to work laying the foundation for their new granary. Next time they have a bumper harvest, they will not be without storage space for it.

Reward: 200 food

Building a Granary – version 2 (elf)

A small community out in the wilderness have recently gathered an exceptional amount of food from their foraging, and have no-where to store it. They suggest that they simply give the food to you, as your settlement has plenty of hungry mouths.

In return they would appreciate enough clay and stone that they will be able to build a new storehouse in preparation for future windfalls.

Accepting this quest will require you to ship: 50 clay, 50 stone

Completed

The Elves in the wilds are very grateful for the building materials, and hope that your people enjoy the wonderous bounty of nature that they have collected.

Building Timber for Sale

Grimtor Wagonmaster operates a network of haulage routes across Illyria, trading bulk consignments of timber, which he buys from Human and Elf woodsmen, to the Dwarven settlements who need the wood for building their mines, claypits, quarries, and so on.

As he passes a settlement he sends messengers to say where he will be and when.

Today, he is passing close by your settlement, and sent word that he is willing to provide you with 1,000 Wood if you will ship 1,200 Gold out to meet his caravan.

Accepting this quest will require you to ship: 1200 gold

Completed

Grimtor's operation is as efficient as ever, and promptly supplies 1,000 Wood to your storehouse.

Casting Off

A small group of Dwarves have been working an iron seam nearby. The seam is exhausted, and they are now going to move on, but before they go they would like to cast their iron into saleable goods that they can trade in the local markets. However, in order to make the moulds they need clay.

They have been distant, sometimes unfriendly to the locals. Even for Dwarves, they are a dour bunch. But now they need something they are quick enough to come asking favours. It's annoying. But there could be a profitable trade to be done here.

They will pay 220 Iron for 200 Clay. Will you ignore their unfriendliness, and help them out and take the profit?

Accepting this quest will require you to ship: 200 clay

Completed

The work crew put your clay to good use, and repay you with 220 Iron.

Ceramic Magic – vesrion 1

Peran Nyteman had aspirations of being a wizard all his life but alas, his lot in life was to follow in his father's footsteps as the town potter. Being an enterprising young chap, though, he has come up with a new type of ceramic vial much in demand from the Wizards Guild that can hold and keep potions better than standard ones.

As a result, his business is booming and has approached you to partner with him. He needs copious quantities of clay and wood, and in return will cut you in on the profits.

Accepting this quest will require you to ship: 400 wood, 400 clay

Completed

Peran's business is booming, and your share of the proceeds turns out to be a hefty 500 gold which has has delivered to you.

Ceramic Magic – vesrion 2 (elf)

Loswyn Crochani trained first as a potter and as a woodcarver, before finding his vocation in the arts of magic.

Today he combines all that he learned in his earlier careers with his magical studies. He wanders the woodlands nearby, looking for the perfect stave for a wand or magical staff, collects rare animal parts and plants in the wilds, and crafts tools and props for sorcerers and their rituals. What he cannot easily find in the wilds, is clay for making pots, pipes, alembics, and so on.

However, Loswyn has determined that the clay dug in your settlement is particularly well suited to making pottery for use in magical and alchemical study, and he would be grateful if you could provide him with clay when he is in need.

Of course, he expects to reimburse you for the clay, though he apologises that, usually, all he can offer is gold coin. He makes his living from selling the equipment that he crafts, and he makes, frankly, more gold than he needs, so he is happy to pass his surplus gold on to you. He only regrets that he must resort to such a mundane transaction

Perhaps in future he will have something more elevated to share with you, but for now it will have to be gold.

Are you willing to send a little Clay out to Loswyn?

Accepting this quest will require you to ship: 200 wood, 200 clay

Completed

Loswyn's trade is booming, and, pleased with the clay that you sent, he is happy to drop of a hefty pouch of coins (500 Gold) for which he has no immediate need.

Ceramic Magic – vesrion 3

Gamlir the Walker is a specialist potter, wandering from County to County in Illyria. He has perfected the special techniques required to make clay jars, bottles, alembics, pipes and suchlike for alchemists, herbalists and wizards to use in their own trades.

There is never a huge demand for such specialized items, but there are always a few people in each town who will pay well for wares which so perfectly serve their crafts, so he will pause in an area for a short while, maybe hours or days or weeks, craft what is needed, and move on.

He has set up camp nearby, and requires a supply of finest clay and wood. If he is provided with this, he will offer payment in gold, as a share of the profits from his recent sales.

Accepting this quest will require you to ship: 200 wood, 200 clay

Completed

[message is the same as when the potter is Peran Nyteman in version 1 – dev error]

Duty to the Gods

Rumour in the Tavern is that Blind-Morkar (an ageing priest and prophet) is camped nearby. He has a small retinue of servants, who are foraging in the wilds nearby.

Some of the locals have said that this is shameful, that a holy priest should not have to grub around in the wilds.

Perhaps you should send food out to their camp?

Accepting this quest will require you to ship: 50 food

Completed

Morkar sends no word in response to your generosity, but you are sure that you have won favour in the eyes of the Always-Chiefs.

Alternate

Morkar says nothing of the gift of food you send, but he arrives in town saying that the Always-Chiefs have shown him visions, which he would share with your scholars.

He sits for a while with your wisest Orcs, and they are impressed by the wisdoms which the gods have shared with him.

Dwarven Rock – version 1

Hig Blunteaxe, a local Dwarven miner approaches you with a proposition. He claims to have found a particularly promising and previously untapped vein of stone in the local hills. He wants to mine it, but does not have the requisite wood to build his tunnel supports.

If you provide the wood, he promises to more than compensate you with stone.

Accepting this quest will require you to ship: 200 wood

Completed

It's a good deal with Hig—200 of your wood for 300 of his stone, which has been delivered to your storehouse.

Dwarven Rock – version 2

Drog Threefingers is frustrated. He claims to have found a particularly promising and almost untapped vein of stone in the local hills.

He has driven away the Dwarves who had previously been working there, and is ready to start working. He has the slaves he would need to mine it, but does not have the requisite wood to build his tunnel supports.

If you provide the wood, he promises to more than compensate you with stone.

Accepting this quest will require you to ship: 200 wood

Completed

It's a good deal with Drog - 200 of your wood for 300 of his Stone, which has been delivered to your storehouse.

Dwarven Rock – version 3

Storomir Stonefoot organizes Dwarven workgangs who prospect for particularly promising and previously untapped veins of stone out in the wilds. His people have found one excellent site nearby, and he wants to mine it, but does not have the requisite wood to build his tunnel supports.

If you provide the wood, he promises to more than compensate you with stone.

Accepting this quest will require you to ship: 200 wood

Completed

It's a good deal - 200 of your wood for 300 of his Stone, which has been delivered to your storehouse.

Elven Bows

A human trader has come to your village, having heard of the exceptional quality of Elven bows.

He would like to trade with you, swapping a dozen bows for a dozen cows. He has already brought he cattle in to the market, and will hand them over to you if you would send the bows out to his caravan.

Accepting this quest will require you to ship: 12 bows

Completed

The Human is extremely impressed by the care and skill that has gone into fashioning each of the bows, and in exchange for these he provides you with a dozen cattle.

Elven Curses

A group of cattle-herders are drowning their sorrows in the tavern. Their cattle were recently stricken by some sort of a disease; they think it's probably a curse, probably caused by Elves.

The illness has passed, but they lost several animals.

If someone could replenish their herd, they would happily give several suits of leather armour in thanks.

Accepting this quest will require you to ship: 10 cows

Completed

Getting Leather armour out of livestock without going through the production process yourself has got to be a good deal. Especially as your 10 livestock turned into 14 Leather armour!

Faint Praises

An Elven book seller, Syndrinae Anarith, is in your tavern discussing some of your scholars' books. They are, she proclaims, "very interesting".

There is some surprise that an Elf should be complimenting Human scholarship.

"No, no," she explains, "they are of course full of errors and inaccuracies, betraying a lack of sophistication of thought, and lacking any real grasp of the power of written words. For example, human writers have no grasp of the methods to convey a multiplicity of meanings and contradictions by the use of poetic rhetoric within prose, which is a concept understood even by Elf children! However, as I say, the books are very, very interesting. The way in which your scholars have misunderstood, the nature of their errors, is extremely interesting! One can learn much from another's failure, and as literary works they are spectacular failures!"

But in practice, what this arrogant rant amounts to that she would like to buy 10 books from you. If you can send the books out to her camp, she will deposit 3,000 gold in your treasury.

Accepting this quest will require you to ship: 10 books

Completed

The arrogant Elf leaves 3,000 Gold in your treasury, and then heads off to s****** at the greatest works of your scholars

Feast to the Gods

A local priest has divined from the entrails of a sacrificed goat that the Always-Chiefs (the gods of the Orc tribes) demand tribute and feasting in their honour.

That means that the locals have to give food, gifts, and beer. And it means that you have to build a temporary feasting hall, and provide pottery for the feast.

You could just tell him to get lost.

But he points out that the gods will want you to share in the gifts brought by the people. He needs building materials and pottery delivered to the site that the gods have ordained.

It might be worth it....

Accepting this quest will require you to ship: 400 wood, 400 clay

Completed

Morkar sends no word in response to your generosity, but you are sure that you have won favour in the eyes of the Always-Chiefs. ???

Alternate

The feast is pleasing to the gods, and the priests present you with the surplus beer from the feast, and all the gold given that they collected. You receive 20 barrels of beer and 200 Gold.

Alternate

The feast is pleasing to the gods, and the priests collect considerable tribute. They sell much of what they get and split the proceeds with you, giving you 1,000 Gold.

Find the Librarian's Child

It's a sad thing, for sure - I'm not sure we'll be seeing little Sylwyss again. Oh, you don't know the story? Well, Librarian Perrod lost his wife to a long, consumptive illness last year and has been looking after their 10-year-old daughter, Sylwyss, on his own since then.

This morning he reported to the local militia that she had gone missing whilst out walking to visit her grandmother in nearby Serglade Forest.

It's been a day and a night since she set off, and the small search party sent to investigate have found neither hide nor hair of her. Do you have any scouts you could spare to help? Perrod would be very grateful, I'm sure, for any information you might be able to gather.

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using any kind of scouts.

Completed

Perrod is incredibly grateful that you returned Sylwyss safely home, and has rewarded you with three of the books he's recently purchased from a travelling bookseller.

Diplomatic Mission Report

Your scouts report back that they have found a hungry and terrified young girl; thankfully unharmed despite a night in the forest on her own.

Failed Diplomatic Mission

Your scouts report that, despite searching high and low through the forest, they were unable to find a trace of Sylwyss; but then again, they did have a lot of ground to cover and you didn't send many of them.

Firewood for Winter

A pair of gentle but wealthy merchants have retired at a farmstead near here to live out their remaining days in peace.

I owe them a favour or two, and they are short on firewood to see them through the winter.

If you could see your way to giving them a small supply of wood, I'm sure they'd pay handsomely for it!

Accepting this quest will require you to ship: 50 wood

Completed

The Humans pay you for the timber in Gold - 75 pieces, to be precise.

Well, what else can one expect? More elevated folk might have offered a work of art, or beautiful piece of craft work, or might have provided a book or a prayer or a dance... but they are only Humans.

Feed the Miners – version 1

Glak Romerog, a particularly colorful Orcish iron mine-owner has been overheard loudly protesting in the tavern (after a few too many pints of beer) about how his workers keep starving to death in his iron mine. When you suggested feeding them, he replied that he didn't know where he would find that quantity of food. Obviously using his profits to purchase food never occurred to him.

However, he mentioned that if you provided extra food, he'd compensate you for the extra iron production with a sizeable share of the iron...

Accepting this quest will require you to ship: 200 food

Completed

Food for Iron? The Alchemists Guild would kill you if they knew. But Glak fulfils his end of the bargain with an Orcish grunt, as his wagons unload 280 Iron in your warehouse.

Feed the Miners – version 2

Glomdar Pick is an iron-merchant, dealing with some outlying prospectors in the wilderness around your settlement. He mentions in the tavern that one group is in difficulty: a wandering Orc warband looted their camp, making off with their food.

If you can provided extra food, the prospectors will compensate you with a share of the iron.

Accepting this quest will require you to ship: 200 food

Completed

You have restocked the prospector's store-tent, and they have provided you with 280 Iron in return.

Food for Winter

A local group of Goblins are laying up food stores for the winter, and so they have come to you, asking if they might have a supply of food and some beer in return for some war-spears which they have made.

The weapons seem serviceable, and being just scrawny Goblins they don't need to eat much.

It seems like a good deal.

Accepting this quest will require you to ship: 300 food, 8 beer

Completed

The Goblins are delighted to take your food, and your soldiers will be pleased with the 15 Spears which they leave in exchange.

From the Earth to the Earth

Glomdar Pick has a number of groups of prospectors mining iron in the wilderness nearby, and he is concerned that their output is vulnerable to thieves and raiders.

His solution is perfectly obvious for a Dwarf: the smelted iron should be hidden in underground vaults. His plan is to build several small, sturdy, hidden vaults in the area, and he has picked out a site for one.

If you will deliver sufficient building materials to make a really impregnable vault, he will pay 1,000 gold.

Completed

Work has started on Glomdar's vault, and he has paid 1,000 gold, as promised.

From the Plains

Astarte Windrider is a Human horse-nomad from the plains, travelling far from home to sell some of his herd. He has camped nearby, and is offering to sell 10 of his fine Horses for 2000 Gold.

Accepting this quest will require you to ship: 2000 gold

Completed

The Human nomad takes the Gold, drinks a toast to your health with some foul liquor, and hands over 10 fine horses.

Funeral Rights

Local priests have recently conducted the funerals of a small Orc warband. They are left holding the weapons and armour of the dead warriors, which they thought perhaps you might like.

And they thought you might want to make an offering to the Always-Chiefs (Orcish gods).

They suggest that you should send 500 Gold out to their camp, and then they will see what the will of the gods might be.

Accepting this quest will require you to ship: 500 gold

Completed

As expected, the gods are satisfied with your offering. Seven spears and seven suits of armour now sit in your storehouse.

Glomdar Pick

A Dwarf merchant named Glomdar Pick is passing close by. He runs an extensive trading operation, mainly selling Dwarven iron to Human settlements.

He is offering the following trade: if you can ship 3,000 food out to meet his caravans, he will provide you with 3,200 iron.

Accepting this quest will require you to ship: 3000 food

Completed

Glomdar is pleased to take on your food in return for a consignment of his fine Dwarven iron, and thanks you for your trade.

Goblin Funeral

A group of Goblin mourners have stopped at your Tavern.

Their chieftain has died, and they intend to inter him in a nearby cave, and then enjoy a lavish feast. However, they lack a suitable stone to seal the cave mouth as tradition demands.

If you can help then they will invite you and your people to the funeral feast.

Accepting this quest will require you to ship: 90 stone

Completed

The Goblins' feast feeds many of your people after the funeral, and the surplus food finds its way into your stores.

Gold for the Prospectors

Word in the tavern is that a group of prospectors in the wilds nearby have amassed a good stash of 500 Iron, which they are willing to sell for 300 Gold to any Dwarven ruler who needs it (or 600 Gold to anyone else.)

If you wish to make this trade, simple send out a caravan with the gold.

Accepting this quest will require you to ship: 300 gold

Completed

The prospectors make the trade as expected, and 500 Iron is now in your storehouse.

Reward: 500 stone (in forum thread)

Good Fences

A small community, nearby in the wilds, is having trouble with its livestock. Wolves have been causing a lot of damage, and so they need to build a more secure stockade around their herd.

If you can provide building materials, they will happily send you several cattle.

Completed

The community is very happy with the materials that you sent, and promptly provides you with 6 Livestock in thanks.

Hold Your Nose

Jack Reeves, a local leathersmith, is not a popular person. He is not allowed in the local pub on account of the putrid stench that follows him around due to the nature of his trade. He wishes to expand his current operations near the city center, but the Town Council has petitioned you to make him move his factory outside of town (preferably down wind).

If you provide Slim with the stone and wood needed for his new operation, he will repay you with his product, leather armor, and you will also gain the gratitude of the Council.

Accepting this quest will require you to ship: 250 wood, 250 stone

Completed

Whilst you'd prefer not to have to deal with the Tanners too closely, you can't deny the 9 suits of leather armour they gave you by way of thanks isn't going to be useful.

Horses Don't Have Fangs

Skordar Wolfmaster is one of the land's foremost trainers of battle-wolves, and he has come to town looking to buy livestock: his stable of wolves consume a great deal of meat.

He was overheard in the Tavern mentioning that he often has war-wolves which he tames, but which turn out not to be strong enough for riding. It strikes you that if you give him the Livestock, he might well let you have his tame wolves.

The Tavern keeper has found out the location of Skordar's current camp. Do you want to send the Livestock that he needs?

Accepting this quest will require you to ship: 8 cows

Completed

Skordar is grateful that you have saved him having to spend gold on Livestock. He presents you with several tame wolves who will fight alongside your troops - so long as you have enough gold to buy food for them. And he says that will be happy to return here again when next he needs fresh meat.

If You Go Down to the Woods Today (1/2)

Successful lumber merchant, Hrolith Fernquarry, has a favour to ask. The Dwarf is built like a small oak and so his handshake is a serious affair. Not so serious as his request, though.

It would seem that Fernquarry has heard tell of some Elven groves where the trees are abundant and the wood of finest quality.

Despite running a very profitable lumberyard, the prospect of even fatter profits are too good to resist—naturally. The only problem would be getting a fair estimate of just how big the wood camps need to be. This is where you come in.

Hrolith would like you to send some of your advanced scouts to pry in the Elven forests... about a dozen should do it!

To complete this quest, you must:

Successfully scout [x|y] in [Region] using >12 advanced scouts

Completed

Despite the notoreity for Elven forests to be nigh on impossible to navigate, your sturdy scouts managed to get a fair estimate that put a smile on Hrolith's face that is somehow bigger than his beer barrel chest.

He clears his throat and you can smell another favour on his breath—or is that "Old Dirty Hen XXX?"x units did not return from the mission.

Diplomatic Mission Report

Your scouts report a sprawling landscape of magically alive forest-land, enough that Fernquarry could nip away at one corner without the Elves noticing... probably.

x units did not return from this mission.

Failed Mission Report (sent too few or basic)

It is as though the forest was reluctant to be explored. The scouts insist that they tried their best, but that the forest seemed to close up at every turn.

It galls them to lose face to "girly Elves" but all they can offer is another attempt.

Some of your scouts did not return thanks to these labyrinthine qualities. The last anyone saw of them was their backs as they set off to explore deeper into the Elven wood.

It is expected that Dryads lured the scouts to their doom, but you never can tell with those tricky Elves. x units did not return from the mission.

If You Go Down to the Woods Today (2/2)

On receiving the report from your scouts, Hrolith Fernquarry has drawn up plans for a timber camp twice the size of his usual operations.

In the long-term it proves to be an amazing investment and Fernquarry dispenses with a written sales pitch. However, you predict another favour request as he takes a breath.

In order to get set-up, Fernquarry requires some building materials. He promises a great return and can't stop rubbing his hands with anticipation as you consider the offer.

Accepting this quest will require you to ship: 100 iron, 100 stone

Completed

The timber camp is built and thriving thanks to your donation of materials.

Although there have been sightings of Elves on the fringes of the operation, Hrolith is confident that his "forest friendly" techniques will win over the guardians of the grove to his way of thinking.

Just what these techniques are he fails to tell, tapping his nose conspiratorially as though protecting trade secrets.

Illyriad Geographic

The Royal Geographic Society produces a monthly report about the wonders that can be found throughout the world. Last month there was a storming edition about the secrets of the Yellow Hills.

Their latest publication brings them to the land surrounding your town.

Orwin Kvatch, the head of this expedition, tells you that his team have been exploring a network of caves in the area and would like to take advantage of local knowledge.

The publication is very popular in the Elven community and Orwin is offering a generous cut of the subscription fees in return for the help of your scouts and their knowledge.

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using any kind of scouts .

Completed

The expedition uncovered new evidence to support the migration of albino cave sloths and Orwin Kvatch is very pleased.

He wouldn't stop to give any sneak-peeks into the sheaf of notes clutched to his chest, but he was happy to fulfill his end of the bargain and pay 300 Gold in scout fees.

Diplomatic Mission Report

Your scouts report that Orwin Kvatch and his expedition were one of the more dull assignments they've had, but that their presence helped to avoid a series of potential accidents in the slippery caves.

Failed Diplomatic Mission

After hours scrutinising the slippery wetness inside of the caves, Kvatch made an unexpected discovery when his foot dropped down a pothole and he broke his ankle.

The extra responsibility meant your scouts were just too few to carry the expedition forward.

King's Road – version 1

Faviella de Groughtny, the King's niece, was traveling near your domain when her carriage lost its wheel due to a huge rut in the road.

As a result, you have had an official request from Illyriad's Council to repave your road.

To defray the cost (and maybe make some extra money), the King has also granted you the rights to erect a tollbooth on the newly paved road.

Accepting this quest will require you to: 300 stone

Completed

An inspector from the King's Council was very pleased by the quality of the road you constructed, and has granted you a one-off toll boon of no less than 500 gold.

King's Road – version 2

A group of Human workers, from the King of Illyria, are struggling to re-erect a stone pillar which the King's people erected nearby a few years ago.

It "fell over" recently, and they're determined to set up upright again, but it is badly broken.

They really need some good quality stone to rebuild the pillar with, and offer to pay in gold if you will provide this.

Accepting this quest will require you to ship: 120 wood, 180 stone

Completed

The King of Illyria's servants rebuild their marker-post, and leave you with a purse of money. Just minutes later some of your local youngsters are already wagering on who can break the post first: no point you telling them not to - Orcs will be Orcs, and healthy competition breeds strong warriors.

King's Road – version 3

A group of Human workmen are relaxing in your tavern, discussing their latest difficulty. They have been sent out by the King of Illyria, or the Illyria Trade Council, or some similar Human bureaucracy, to check on some waymarkers which had been erected in the area to guide traders.

However, the waymarkers - wooden posts - have been repeatedly vandalized; they suspect wandering Goblins or Orcs, trashing the posts out of sheer malignity.

All the Dwarves in the tavern know the answer to the problem - indeed every Dwarf is born knowing it, but the stupid Humans have missed the obvious solution.

The solution, as to so many problems in life, is a good quantity of the correct Stone.

The workmen, well funded as they are, will be able to pay you if you provide the Stone that they need.

Accepting this quest will require you to: 300 stone

Completed

The workmen are delighted. They wrestle the stones into place, and one of your carvers chisels directions onto its face. The workmen happily pay you 500 Gold.

Light Glorious Miils

Borgrim the Machinist has a dream. He has heard stories of the great Dwarf strongholds of the First Age, where huge halls filled with mighty machines produced weapons for the Dwarf armies; and he hopes that, if even in a small way, he might rediscover some of that glory.

His work so far is small scale, with watermills powering networks of cogs and gears for pole-turning, and he can manufacture spears and halberds quite efficiently. But the building and rebuilding of his prototype "factories" is expensive in materials.

If you can send some building supplies out to his latest experimental workshop, he will happily send you a batch of his finest halberds.

Accepting this quest will require you to ship: 300 wood, 250 stone

Completed

Borgrim's workers are pleased with the materials that you sent, and he keeps his end of the bargain: Borgrim has delivered 10 military-grade spears to your warehouses.

Lumberjack's Mansion – version 1

Thor Heydyard, the self proclaimed "Timber King" who runs most of the timber operations in the area, is building himself a new palatial mansion. Of course wood isn't good enough--he needs a stone palace with a ceramic roof in the new style fashionable in courts across the land.

He approaches you to barter large quantities of stone and clay at a favorable rate. His payment, of course, would be in wood.

Accepting this quest will require you to ship: 120 wood, 120 stone

Completed

Heydyard is very pleased with his fine mansion-and now has no need for the wood he was saving to build it. He's sent 300 wood to you instead.

Lumberjack's Mansion – version 2

A neighbouring Human timber-merchant has recently had his wooden house burned down, and so has decided to rebuild in Stone, with a clay tiled roof; timber may be his livelihood, but he isn't stupid.

By an amazing coincidence, a passing band of Orcs just happen to have a consignment of Stone and Clay that would suit perfectly.

The merchants suspects arson, and is furious that the Orcs dare think that he won't work out what their scam is.

So, he needs Stone and Clay, and he will happily barter it for Wood at rates favourable to you just to avoid having to buy the building materials from the greenskinned arsonists.

Accepting this quest will require you to ship: 120 clay, 120 stone

Completed

The merchant is very content with the stone and Clay, and in repayment supplies you with 300 Wood.

Marital Bliss

Simeon Brown, the local spearmaker and an upstanding citizen of the town has a daughter who would be generously described as homely. As one of the inducements to get her married off, he promised John Aragon, a rather dimwitted local youth, the marital feast to end all marital feasts.

He, however, has not the means to provide such quantities of food and beer. If you agree to do so, he promises to pay you in kind with spears.

Accepting this quest will require you to ship: 300 food, 8 beer

Completed

He's nothing if not generous, Simeon... Your support of the wedding party has been paid handsomely with 15 Spears.

Medicine Man

Folklore tells of a herb that grows only in the shade and is an excellent cure for the deadly "wasp" fever.

Unfortunately it is a very rare find and none of the physicians in your town keep a stock of it.

Josephine Hoch, your local Bookbinder, is quite unwell and her husband pleads with you for help in finding it. Of course, in return, he pledges a gift of books to your library.

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using any kind of scouts .

Completed

The flower was for the most part elusive; said to look like so many other plants and yet each one is received with a negative from the Bookbinder's husband when they're brought to him.

Finally one of your scouts brings the lilac coloured plant, a delicate thing, and the very ingredient he says will help his wife.

On his return home he puts aside a wide selection of books as his way of thanks.

Diplomatic Mission Report

Your scouts report that a rare herb was located successfully and in return they collected 10 books from the Bookbinder's husband.

Failed Diplomatic Mission

Your scouts managed to find and lose the elusive flower. On return to the Bookbinder's house they pat down their persons and find no trace of the flower.

Moving Home

A group of cattle-drovers, several families, are passing by your settlement. They are moving their settlement entirely, taking their herds with them, and are in need of building materials.

If you can provide all the stone, wood and clay that they need, then they will repay you with 20 livestock.

Completed

The drovers will make good use of those building materials, and your people will get great value from those cows.

Moving On

Tregg Dog-Tongue, an apprentice to Krogun the Clawmage, wanders the area collecting and training wild animals, mostly dogs and wolves, which he trades for food and gold.

Every so often he moves camp, and doesn't have the inclination nor means to rip down his corrals and fences and sheds just to rebuild them somewhere else. Now he's ready to move again, and will need good quality building timber for his next temporary settlement.

If you can let Tregg have 100 Wood, he will let you have the surplus food that he has accumulated at his current camp.

Accepting this quest will require you to ship: 100 wood

Completed

Tregg is grateful for the wood, and he says that he'll be in contact when he has settled in and started taming some interesting animals. And for now, he is happy to let you have 200 Food.

Need for a Furnace – version 1 (dwarf)

Stramlin Ironhand is a wandering armourer. When prospectors find a good vein of iron, he sets up a forge nearby, and works with the iron as soon as it is smelted: this ensures him a steady supply and avoids transport costs, but it does mean that he keeps having to rebuild a furnace each time he resettles.

Now, he is about to move again, and needs a good supply of building stone sent to the site where he is to settle.

If he can take the stone that he needs from your quarries, and if you will send it out to his people, then he will repay you with 6 suits of Chainmail and 8 Swords.

Accepting this quest will require you to ship: 600 stone

Completed

Stramlin's deal is truly golden. 600 Stone has become a payment of 8 Swords and 6 Chainmail.

Need for a Furnace – version 2 (human)

Drake Gal, a local blacksmith, is greatly expanding his business. He consequently needs a much larger furnace in which to smelt the iron from which he makes his swords and chainmail.

As a trade, he offers his products in return for a goodly quantity of stone from your quarry to build this furnace. Is it a deal?

Accepting this quest will require you to ship: 600 stone

Completed

Drake's deal turns out to be truly golden. 600 stone has become a payment of 8 swords and 6 chainmail.

One Goblin's Meat is …

Syndrinae Anarith, the travelling bookseller, is drowning her sorrows in your tavern. She was waylaid by Goblin thieves as she travelled nearby, and she and her attendants had to flee. The Goblins found nothing that they wanted on her cart, seeing books as worthless, but they made off with her horses, presumably intending to eat them later.

Could you spare two cart-horses, and a riding horse for Syndrinae? Your scholars view her as a valued friend, as well as a source of fine books.

Accepting this quest will require you to ship: 3 horses

Completed

Syndrinae is delighted by your generosity.

She searches through the books on her cart, and picks out a score of books and pamphlets that will be of great interest to your scholars, and hands them over to you.

Orc Arson

An Elven family living close by has recently had their home burned down. It grieves them to admit it, but they would rather rebuild in Stone, with Clay tiles, than in wood, since they suspect that the fire was arson.

There have been a spate of such attacks, and by an "amazing coincidence", a passing band of Orcs just happen to have a consignment of Stone and Clay that would suit perfectly.

The family are keen to rebuild in something less flammable than wood, but would rather not buy from the Orcs. Can you help?

Accepting this quest will require you to ship: 120 clay, 120 stone

Completed

The family is grateful for the building material, and sets to work. In thanks, they send you what seems to them a fair amount of building timber: it grieves them that they are not rebuilding in wood, but they would like to think that somewhere in your town, because of their donation, another's home will rise in well-wrought wood.

Pastures New

A local group of cattle-drovers are moving their cattle to new pastures, and are in need of some wooden fence posts and stone walling slabs to repair their field boundaries.

If you will supply them with what they need, they have two old cows, ripe for slaughter, which will provide fine leather

Accepting this quest will require you to ship: 60 clay, 60 stone

Completed

The drovers set to work repairing their boundary, and you take ownership of 2 Cows.

Payment Delays

Simeon Bale is a weapons trader, with a problem.

"Violence is up, so demand is up. Filling orders is easy, as towns are springing up all over, full of skilled craftsmen. That's all good, right? But getting paid is tough. The problem with war, apart from all the death, I suppose, is that it plays havoc with business. Look, I've got all these workers here, mule handlers, and clerks, and guards and whatnot, and they all want paying and feeding, but my cash-flow is a right mess!"

Still, he has an idea that will serve you both:

"Tell you what, you let me have some food and beer to provision my folks, and I'll let you have these 15 spears I've got here. They're Orc-made, so they're ugly but they do the job, and this works out way cheaper for you than if you sold the food and bought spears for cash. My folks eat, you get a bargain. Deal?"

Accepting this quest will require you to ship: 300 food, 8 beer

Completed

Simeon's people had been worrying about food, and are relieved when your provisions arrive. In return, you receive 15 Spears. You can tell from his eyes that Simeon knows that he let them go too cheap, but he kept his caravan together and he'll make a good profit when it reaches its destination.

Pausing for Repairs

A warband has camped nearby to celebrate a recent victory. They raided a small settlement, drove off the defenders, stole the locals' wagons and drove off with them piled high with food.

One of their warriors is in your marketplace now, looking for scraps of armour to repair the scrapes and scuffs that they picked up in the raid, but he has nothing to trade. But of course, there's no way they can eat all that food....

If you send the bits of armour that they need out to their camp, doubtless the warband would be delighted to donate their wagons of food to you.

Accepting this quest will require you to ship: 1 leather armour and 1 chainmail

Completed

The warband is delighted with the armour that you sent. They are also happy that you can use the food that they have stolen, and they respectfully donate 6,000 Food.

Ploughshares into Swords – version 1

Corm Roughshod--a blacksmith's apprentice-is a budding entrepreneur, and has realized that with all the strife in the area he can make a fine living beating old farming implements into swords.

He needs to construct a smithy, though, to get into business, and came to you to help him get started. If you provide the stone and wood for his smithy, he will repay you with swords.

Accepting this quest will require you to ship: 300 wood 300 stone

Completed

Corm was delighted by your assistance, and has produced a handful of swords (6) for your armory.

Ploughshares into Swords – version 2

A newly-qualified blacksmith would like to set up a workshop nearby, forging swords and armour. He suspects that, the way things are going around here, there could be quite a demand for weaponry in this area, and he has already bought up a supply of broken farming implements that he can smelt down and reforge into swords.

He needs to construct a smithy, though, to get into business, and came to you to help him get started. If you provide the stone and wood for his smithy, he will repay you with swords.

You've seen his work before, so you know that the quality will be good.

Caompleted

The smithy is now built, and the first six swords from the smith's anvil are now in your armoury.

Put to Better Use – version 1 (elf)

Ythandai Duraesith commands a small squad of rangers, who specialize in chasing down Orc raiding bands and packs of Goblin thieves. Most of them have lost family or friends to greenskin raiders, and their decision to protect the Elven communities from such menaces is a personal vocation, not merely a job.

Your people regard them with a mixture of admiration and pity: admiration that they will give their lives to protecting the peaceful folk of the region from such menaces, and pity that their souls have been twisted by grief.

She has no desire to be paid for what she does, but she will willingly accept gifts of food - provisions for her troops.

Accepting this quest will require you to ship: 500 food

Completed

Ythandai is grateful for the food that you send. She is conscious of the tragedy, that nourishing food will keep her rangers alive only so that they can bring death to others, and she is grateful that you see the necessity of her vocation.

She mentions that she has a scavenged seven sets of leather armour and seven spears, which she would like to see put to good use: the greenskins who previously used these had had them as tools of menace and destruction, bringing bloodshed to peaceful Elf communities; maybe you can put them to the task of defending your people?

7 Leather armour and 7 Spears are now in your storehouse.

Put to Better Use – version 2 (dwarf)

Igrin Axemaiden commands a small squad of warriors who specialize in chasing down Orc raiding bands and packs of Goblin thieves. (Perhaps they do not chase them, as such, the greenskins being rather faster on their feet that her Dwarves, but they certainly do a good line in traps and ambushes.)

She has camped nearby, and rumour in the tavern is that she has a scavenged seven sets of leather armour and seven spears, which she would be willing to sell for 500 gold.

The greenskins had been using these to menace and maim innocent Dwarves; maybe you can put them to the task of defending the community, or else you could sell them on at a profit. Interested?

Accepting this quest will require you to ship: 500 gold

Completed

Igrin is satisfied that these weapons will now be put to use by Dwarves, rather than against Dwarves, and her 7 Leather armour and 7 Spears are now in your storehouse.

Retirement Plans

A group of Orc warriors are carousing in the Tavern. After years of raiding , they plan to retire, to build themselves a nice little fortress, and lord it up over the locals.

If you could provide them with building materials, they'll drop their spare weapons off in your armoury.

Accepting this quest will require you to ship: 300 wood

Completed

The warriors set to work building themselves a little homestead, and deposit 8 military-grade spears in your warehouses.

Rustling up a Fuss

Grisnak Coldspite, as knobbly and bad tempered as Orcs get, is bellyaching about humans again.

He just can't get his head around why a neighbour is managing be so much more successful. Well, Coldspite reckons they made a deal with the humans - scandalous - they wouldn't dare, would they?!

Rather than risk a war if these rumours of collaboration gathered momentum, you could send some of your hunters out and harrass the local farms in the area.

It'd put those pesky humans in their place... and warn them off making any such pacts with your green kin any time soon.

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using any kind of scouts .

Completed

It was like the old stories...

Your Hunters made lots of noise and ensured the farmers of the area saw what they wanted to see - green barbarians bringing terror.

In the process they managed to locate a number of cattle-herds, one of which is now 10 cows short...

Diplomatic Mission Report

Despite a few casualties, your scouts succeeded in their mission to scare those stupid humans half-to-death.

x Units did not return from this mission.

Failed Diplomatic Mission

It didn't quite go to plan.

Between the lack-lustre rabble-rousing and the six burly farmers and their hounds, your hunters had their work cut out for them.

Settling Down

A wandering group of Elves have decided to settle nearby. They wonder if you could help them out, providing them with some good building timbers so that they can start construction on their new homes?

Accepting this quest will require you to ship: 300 wood

Completed

The settlers are delighted, and begin work on their new homes. In thanks, they provide you with some of the spears that they used to carry for hunting and defence: they hope that their new, settled lives will be more peaceful, and hope that you will accept these weapons as a token of their hope, as well as their gratitude.

Sharp Economics

Cyrano de la Guardia has all the flair native to his home town of Belazzo. When he came here, he caused quite a stir amongst the local ladyfolk, but regardless was grudgingly accepted by the townsfolk due to his expertise in manufacturing superior quality halberds. Unlike the local spears hitherto manufactured in this area, Cyrano's pikes have superior worksmanship and are highly sought after by all forms of spearmen for leagues around.

As a result, he is looking to expand his operations, and has sought your aid as a partner. With his usual flair, his grandiose vision is a massive spear making operation, powered by a waterwheel that will crank out a previously unheard of quantity of spears per hour. The problem is he needs huge quantities of wood and stone to make this dream a reality. But he promises that you will never be lacking in spears again...

Accepting this quest will require you to ship: 300 wood, 250 stone

Completed

Although you find Cyrano insufferable, at least he held up his end of the bargain, and has delivered 10 military-grade spears to your warehouses.

Shaft 54B (1/2)

One of your Hunters have outdone themselves and discovered an abandoned iron mine not far from town. The mood among the rest of your hunters is one of excitement at the find.

What little is known about the area is that there used to be a Dwarven outpost near to the mine and for some reason they didn't stick around for very long.

Of course your boys aren't afraid of ghost stories and they're practically chomping at the bit to get back there and do some looting.

The idea that the dwarves might've left behind their valuables in the hasty evacuation of the mine really does sound too good to pass up.

Your lead Hunter thinks it'll be a breeze - but that gut feeling tells you that you should send a healthy number to ensure that all eventualities are covered.

This quest must be completed by Hunters.

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using any kind of scouts

Completed

The Hunters carefully picked their way along the mine shaft, braving the dark and the cramped conditions with a single-minded goal to find Dwarven treasure.

They became increasingly impatient as it seems the mine is as deserted of valuables as it is of dwarves.

Eventually they come across something almost as good (if not better) than Dwarven treasure - 5 Barrels of Dwarven ale!

Diplomatic Mission Report

Your scouts reports that though they found nothing of material value or with a bladed edge, they found a cache of strong beer!

Failed Diplomatic Mission

There just aren't words to describe the level of incompetence that sums up your Hunters and their dismal effort.

They failed to find anything and they had the cheek to return empty-handed.

Shaft 54B (2/2)

After quaffing a portion of the ale they looted from the abandoned mine shaft, the drinking hall was alive with ideas about what that abandoned mine could be used for.

The discussion turns to battering each other over the head with fists and tankards.

One of your Stalkers sidles up and mutters that he and his boys could do a better job than these layabout Hunters. In fact, he claims they could do such a good job, they could do it with half the numbers!

Snikrash Mouthrot promises, if you give the word, that his Stalkers will bring back something well worth this embarrassment.

He points out that Grisnak Coldspite has been looking awfully smug lately..

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using advanced scouts .

Completed

With the advantage of experience and the reports of your earlier scouts, the Stalkers penetrated the mine network far more deeply.

First they located an office with maps, then they used those maps to locate an armoury - and with a good old heave ho, they smashed down the reinforced door to the welcoming sight of a cache of 15 Dwarven halberds!

Diplomatic Mission Report

Your scouts report that they were able to locate the heart of the mine with ease and though it is true much of the equipment has been taken along by the vacating dwarves, that there was a series of armouries left untouched.

Failed Diplomatic Mission

Grisnak Coldspite is crowing like a fat rooster at the inability of your Stalkers to find even a rusty tin cap.

The aforementioned Stalkers are hiding from your wrath and beg only to be given another chance.

Slave Traders (elf)

Ythandai Duraesith, who commands a small squad of rangers nearby, reports that an Orc slave-trader is offering to to sell 3 Elven prisoners. The Orc claims that they were archers of some sort, perhaps soldiers or hunters. She cannot locate the prisoners, so is loathe to kill the Orc, since that might be the death of the Elves and would certainly end any chance of freeing them. Much as she hates the idea, it seems that paying the ransom might be the best way to save them.

She hopes that next time a vile Orc slave-trader wanders into the area, she will find a better alternative than paying him off.

For now, if you wish to pay the ransom, she can tell you where the Orc expects it to be delivered. The deal is 1,000 Gold for 3 Elves and their belongings.

Accepting this quest will require you to ship: 1000 gold

Completed

The loathsome Orc receives the payment with a happy snarl: "Nice to do business! Maybe I come back, when I have more Elf-slaves!"

The freed prisoners are somewhat traumatized by their ordeal, but calm. They explain that they were ambushed as they slept and taken prisoner. Now, they thank you for securing their freedom, and ask if they can help you in return: they would be satisfied if they could help your people defend themselves against the Orcs and other dangers which prowl the wilderness. They will report to your barracks.

Reward: 3 Sentinels

Slaver's Wisdom

Trogak Chainhand, a well respected slave-trader, is relaxing in the tavern, discussing some of the stranger slaves that he has transported.

He starts discussing a few of them, and it becomes apparent that he has actually absorbed a lot of information from his captives.

He is eager to get going, but, if some food were sent out to his caravan to keep his guards and slaves fed, perhaps he would linger a while and teach some of your scholars a little of what he has learned?

Accepting this quest will require you to ship: 200 food

Completed

Trogak is happy to keep talking, so long as his guards and slaves do not starve, and your scholars find his ramblings quite illuminating.

Stonecutting Slaves

Drog Threefingers retired from raiding several years ago, and now makes a living from the Dwarf slaves whom he seized on his last foray.

He sets them to cut stone, and sells what they make.

But right now he's short of food, and the slaves are sickening. If you can spare some food, he'll send you some stone in thanks.

Accepting this quest will require you to ship: 30 food

Completed

Drog's delighted with the food. He Reckons he can make that little bit last quite a while, and gives you 50 Stone for your trouble.

Suspicions of Treachery

A well dressed man with a dangerous manner takes you aside. Without speaking, he hands you a carefully rolled and sealed parchment. Glancing at it you recognise, with immense surprise, that it is the unbroken wax seal of the Council of Illyriad that holds the scroll closed.

The man indicates that you open the scroll and read it, so you do so. After a brief preamble from Cantor--one of King Sigurd's most trusted advisors--the message gets down to business.

The Council have heard whispers that a rebellion is being planned by some of Illyriad's dissatisfied citizens. They do not wish to lend credence or weight to the rumours by dispatching the King's Guard directly against any of the suspected plotters, so they wish to engage you in some fact-finding on their behalf.

Will you send a couple of spies out on behalf of your King to ascertain whether a nearby Lord is involved in the plot?

Accepting this quest will require you to:

Successfully spy on Square [x|y] in [Region] using any kind of spies.

Completed

Your spies have not been able to find any evidence that this Lord was involved in a plot against the King, and they're very confident that their analysis is correct as the tiny settlement is too small to hide any secrets.

Alternate

The mysterious and dangerous emissary from the Council receives your report impassively, and nods curtly. Thanking you for your time and effort, he leaves behind a small bag of 500 gold pieces.

*Failed Diplomatic Mission

[NEED THIS PART]

The Bookseller

Syndrinae Anarith is a travelling bookseller. She is passing by your settlement, and is in need of provisions. She has several books which your scholars have not yet read, and she will happily deliver these to your library in return for some food and beer.

Accepting this quest will require you to ship: 100 food, 5 beer

Completed

Syndrinae appreciates the food, and provides your scholars with 15 Books in thanks.

The Brothers Grimm

Skittlegrimm and Skattengrimm are two Kobold brothers who are constantly feuding. In their latest spat they burned down each others' hovels, and now both are homeless; sleeping on the floor of the Tavern.

If you can let them have some wood to rebuild their shacks, then they'll give you some pretty shiny yellow stuff that they have no use for - and your Tavern will be rid of the wastrels for a while.

Accepting this quest will require you to ship: : 50 wood

Completed

Skittlegrimm and Skattengrimm set about rebuilding their homes, again. In thanks, they let you have some useless yellow disks that they stole - 75 Gold pieces.

The Chain Gang

An unlikely visitor has come to your tavern, Connor Irwin: a thief taker for the King.

A work-gang of thieves and murderers were set to task in the area making repairs to the highway. Taking advantage of the light guard presence, the prisoners made a break for it and are now currently on the loose.

Shackled and hungry, the prisoners won't have gone far and will have definitely come this way, says the man with an unpleasant glint in his eye.

With a little manpower, the thief-taker believes it won't take long to round up the runaways with the help of your advanced scouts--and yes--you will be rewarded with the Kings bounty.

Accepting this quest will require you to:

Successfully scout Square [x|y] in [Region] using advanced scouts.

Completed

Connor Irwin and your scouts relentlessly hunted the countryside for the escaped prisoners until they found them hiding in a Ruined Tower less than a mile from the original work-site.

Tired, cold, and hungry, they put up no fight.

The thief taker has awarded you the bounty of 400 gold for their capture.

Diplomatic Mission Report

Your scouts report that all of the missing prisoners were located in a Ruined Tower a short distance from where they escaped.

Failed Diplomatic Mission (sent too few)

Despite the skills and best intentions of your scouts, there were just too few of them and not enough ground covered.

Failed Diplomatic Mission (sent basic)

Despite the skills and best intentions of your scouts, there were just too few of them and not enough ground covered.

The Damaged Smithy

[NEED THIS]

The Deer Stalker (1/3)

Baron Ogilby of Myrshire has decided to organise a great hunt to impress some foreign dignitaries with the amazing hospitality of Myrshire. The old show-off has been boasting to his visitors about having not only the largest herd of deer in the Kingdom but also the best ranger in Illyriad to guide the party unfailingly, quickly and safely to the hunting grounds.

The bad news is that his 'surefooted' ranger has just been found at the bottom of a gully on the estate with his neck broken after what looks like an accidental stumble.

The Baron is desperate to salvage the situation, and so if you can give him one of your mounted scout units to act as guide for the hunting party he's promised to make it worth your while.

Completed

Baron Ogilby expressed brief regret at the loss of life amongst your scouts, but you sensed he was also quietly amused by the whole affair.

He also says that—given the "frankly rude and insubordinate" way your scout group's leader behaved after the accident—that you are lucky there weren't more fatalities.

To add insult to injury, he is refusing to compensate you anything for "ruining" his Hunting Party.x units did not return from the mission.

Diplomatic Mission Report

The furious leader of your scout group reports that a pair of your trackers were, in his words, "deliberately targeted" by the Hunting Party and arrows from the hunting party were deliberately fired on them.

The Baron has naturally dismissed this as an accident.

Failed Diplomatic Mission

The Baron has sent word that—very sadly—the tracker you dispatched on this task unfortunately slipped and broke his neck whilst negotiating a particularly tricky section of the wooded quarry.

He requests another tracker to be sent forthwith. x units did not return from the mission.

The Deer Stalker (2/3)

The leader of the group of your scouts—some of whom perished in apparently murky circumstances on Baron Ogilby's Hunting Party—has come to you with a proposal.

He firmly believes the Baron was using your scouts as live prey for his own perverted amusement, and thinks the tables should be turned. He's volunteering to lead a team back out to the Baron's new hunting grounds, and then try to lead the Baron into a small "accident" of his own.

This might, however, be quite a dangerous task—and he recommends you send sufficient scouts to ensure the mission's success.

To complete this quest, you must

Successfully scout location [x|y] in [Region] using an unknown number of advanced scouts

Completed

The leader of your pack of scouts returns triumphantly with news of your great success.

The plan worked admirably, and - unable to find them as the sun sets - the Baron has been forced to abandon his friends to their own fate.

Diplomatic Mission Report

Apparently your group of scouts was able to mimic the cries of wounded animals sufficiently well to lead the Baron and his party deep into the surrounding countryside, far off the beaten track.

The Baron has been separated from his friends, and has fallen heavily from his horse. The Baron's Horse has fled, leaving him battered, bruised and alone - possibly helped by one of your excellent scouts' efforts.

The Horse was subsequently retrieved by your scout and is now available in your Paddock. And that's not all the scout has reported...

Failed Diplomatic Mission (sent too few or basic)

Unfortunately your diplomatic mission was of insufficient ability to fool the Baron and his jeering and whooping party of imbecilic and murderous "dignitaries."

One of your scouts was lucky to escape with his life, as the air around him was thick with arrows.

The Deer Stalker (3/3)

Your returning scouts have spotted a small cache of the Baron's own weaponry in an abandoned tower.

Given that the Baron is out of commission for a while, you might send a caravan to retrieve it; however, the floorboards of the Tower are rotten through, and so you'll need to take a small amount of lumber with you.

Accepting this quest will require you to ship: 10 wood

Completed

Carefully positioning the planks of timber over the collapsed floor of the tower, your traders gingerly crept over to the corner of the abandoned tower and retrieved 10 suits of Leather Armour with 5 solid, servicable wooden spears; both of which have been placed in your armoury.

Baron Ogilby, of course, is furious - and you're sure you haven't heard the last of this.

The Farmer's Wife

Following another successful harvest year, one of your local farmers couldn't look more miserable. He sits with his dog and his mug of ale, his whiskers drooping in the froth, and for all the world you'd think he was survivor of a famine.

It turns out Alf Shea is ever so lonely since his young bride fell ill and died but two years after they wed. Watering down the beer with his tears, he tells you that he would give anything to feel the loving companionship of a good woman again.

Surely, he says, there must be a woman in the world who could love him?

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using any kind of scouts.

Completed

They scoured towns and villages for a few miles around, mingling with the locals and talent spotting far and wide.

They rounded up a selection of rural beauties and city debutantes for Alf Shea to choose from and in no time he begun a string of dates.

This is one farmer who won't be lonely for a while and, in thanks for what you've done for him, he's donated a sizeable chunk of his harvest.

Diplomatic Mission Report

Your scouts report that they had a great time getting to know all the prospective wives and girlfriends of Alf Shea and two of your scouts have found wives of their own - on top of the 400 food that they earned.

Failed Diplomatic Mission

Too much indulgence in the course of their search rendered your scouts incapable of doing much more than nurse their hang-overs.

Perhaps if there were more of them next time then they wouldn't all have the same terrible hangovers?

The Foulest Brew

Your Tavern-keeper has learned of an excellent source of fruit nearby, which he can use to brew a particularly nasty tasting (but highly alcoholic) fruit beer for his customers - and for your stores.

The process requires him to dig a series of trenches and line them with clay.

Can you spare any clay?

Accepting this quest will require you to ship: 100 wood, 200 clay

Completed

Your Tavern-keeper gets 14 barrels of vile-tasting fruit beer from the pits. Seven he sells to his undiscerning customers, and seven he delivers to your stores.

The Geological Survey

A small band of skilled Dwarven stonecutters are passing by.

It obviously hurts their Dwarven pride that they might have to beg aid from an elf, but they have clearly run out of supplies, and have sent word that they really need some food to be sent out to them.

Accepting this quest will require you to ship: 30 food

Completed

The Dwarven stonecutters thank you for your assistance, and have given you 50 Stone for your trouble.

That is perhaps the most mundane payment that anyone could make. Lumps of dull rock! But it will be useful all the same, and they are, after all, only Dwarves.

The Golden Apple Tree (1/3)

Your wizards are torn with conflicting opinions over the truth pertaining to a fabled fruit tree that points at the existence of supreme beings.

The arguments have been raging for weeks and they have finally decided to seek out this relic of mythical origins to settle the matter of who is right.

Naturally, these are men and women better suited to dimly lit libraries and musty alcoves than roaming the land. You guessed it - they request an escort of your finest scouts.

It presents an interesting philosophical and moral platform and the buzz has spread to the town in general - certainly worth a look by some of your advanced scouts, right?

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using advanced scouts.

Completed

The journey was for the most part dependant on the parchments of your studious magi.

The scouts did their jobs, albeit in constant conflict with their charges, but soon enough the golden tree was spotted against the horizon and a great cheer went up amongst the party.

The discovery alone could not prove or disprove anything solid and the wizards set up camp and argued through the night.

Your scouts slipped away at the earliest opportunity to make their report.

Diplomatic Mission Report

Your scouts report that the wizards reached the site of the tree and are camped around it.

They've expressed a desire to remain and study what was previously believed to be a fairytale...

Failed Diplomatic Mission (sent too few or basic)

Your scouts allowed the wizards to get horribly lost and after deciding that nobody in the party knew quite where they were, everyone came home.

The Golden Apple Tree (2/3)

The fires of debate have cooled at the wizards camp. Two of the ring-leaders have a fresh platform of differing opinion—the interpretation of a series of diaries dating to around the time of the tree first being discovered.

The demanding Magi would like if these diaries could be fetched and brought to them so that they can settle the matter once and for all.

There are conveniently a set of the diaries in your town library.

Accepting this quest will require you to ship: 7 books

Completed

Far from grateful, the caravan with the diaries barely made it into the camp before the esteemed members of your magical faculty were swarming all over them.

The diaries were passed around and much umming and erring was made over their meanings. The conflict of opinions continued through the night.

The Golden Apple Tree (3/3)

The wizards camped around the golden apple tree have been plunged into a tragic nightmare. With a majority vote, they agreed that the diaries seemed to support the existence of supreme beings - gods - with a number of the stalwart objectors reluctantly backing down and switching sides.

Horald Glick was one of those who refused to back down, even in the face of damning evidence against his theories of magical explosions, and leaps forward in the progression of the races from molecules to men, dwarves, elves, and orcs.. and so on.

Glick has gone missing - and with him he has taken the diaries and killed two of his former colleagues.

Your best advanced scouts are required to hunt this renegade wizard down before he can escape justice.

Accepting this quest will require you to:

Successfully scout [x|y] in [Region] using advanced scouts .

Completed

Your scouts rode hard through the night, covering much land, with the grim task of bringing in a murderer.

He was not an easy prisoner to take and in a flash of fireballs, many of your scouts were burned to death.

They fought well to bring him in and the town's wizards had an exceptionally grim punishment.

Without specifically telling you what they intended to do, they did promise a one-off Mana spike to benefit your city.

They also warned of purple clouds.

Reward: 300 mana

Diplomatic Mission Report

Despite the loss of many of your men, your scouts managed to apprehend the rogue wizard and deliver him to the local wizards at their encampment.

x Units did not return from this mission.

Failed Mission

Your scouts found the renegade Wizard, but were met with a deluge of fireballs - killing many of them.

The remainder retreated back to your town to regroup and go back again with a larger number.

x Units did not return from this mission.

The Less Wild Woods

Aeliwarai Lynaya is a priestess, who lives with a small nomadic community, wandering the nearby area. She teaches that all Elves should seek to live lives of seclusion and simplicity, and so her followers make no permanent homes, set up no workshops.

Certainly they are serene, reflective, and in harmony with all life. They can show great wisdom, and are worthy of reverence. However, they are severely hampered by their refusal to set up any sort of industry, for example, and so, now they find themselves with inadequate tools as they try to move their camp.

They need little: a few nails, some light tools, and other assorted bits of metalware. You could send what they need to them, with no disrespect, but simply to offer assistance?

Accepting this quest will require you to ship: 12 iron

Completed

Aeliwarai accepts your delivery in the spirit in which it was intended - in reverence and friendship. No offence is taken, and her followers are glad of your metalware.

In gratitude, she asks you to take away some surplus wood that they have piled up: they have no wish to build stockpiles, fearing that this will lead them down the path of avarice that has so separated Humans and Dwarves from the divine Light; but they are sure that your settlement will make good use of the timber.

The Scavenger – version 1

Ike Middleham used to be a mercenary. Now, he is a scavenger of the dead and a low-status weapons-trader, or as he puts it, "purveyor of the finest quality, battle-tested weaponry! Don't think of it as second hand! Think of it as proven in the field!"

Today he has three suits of chainmail, and four swords, for which he wants 3,500 Gold. Interested?

Accepting this quest will require you to ship: 3500 gold

Completed

Taking advantage of other people's misfortune is still potentially profitable. Ike has delivered 3 suits of Chainmail and 4 Swords.

The Scavenger – version 2

[NEED THIS]

Ship: 500 gold

Completed

Taking advantage of other people's misfortune is still potentially profitable. Ike has delivered 7 Leather armour and 7 Spears.

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